Post by reefwood on Jun 1, 2009 18:07:44 GMT -5
This adventure will take place as a series of scenes during a wartime setting. The details behind the conflict will be left purposefully vague, and the characters will start out as low level grunts... a cut above the rest but not grandiose heroes in any position to change the overall outcome. The story will focus on what happens to them, a small slice of the much larger pie, as they enter the fray and become entrenched in the conflict.
Characters will start out at 2nd-level and advance to 4th-level before the end of the adventure. If a PC is killed, a new one may be rolled up for the next scene. Only options presented in Pathfinder may be used.
Players are welcome to add details to the war to tie their characters into the conflict. The only thing the DM will impose is that it is an extremely big war (across the continent? the world?) that has been going on for a long time (decades? centuries?), but your tie-in to the war could be based on more recent events or you could be from somewhere it hasn't reached yet.
Character Creation
Ability Scores
Roll 4d6 six times, drop lowest. No re-rolls allowed. If you have some bad rolls, just think of yourself as some poor sap that got drafted against their will.
Hit Points
The standard max hit points at 1st-level, and you gain hit points equal to at least half your class HD at all other levels. If the hit point total (HD+Con) rolled is equal to at least half the HD for that class, no change is made. Otherwise, bump it up to half the HD amount. For example, a Fighter (1d10) taking his second level gains 5 hp, regardless of Con mod, even if the rolled result is a smaller total (HD +Con modifier). Rolling "3 +2 Con" or "2 +1 Con" or "6 -1 Con" all result in no more or less than 5 hp gained.
Military Skills
You must select two of the following skills as ones in which you've received special training and place at least one rank in each of them. The selected skills must be chosen at 1st level and cannot be changed, but the minimum one rank may be placed at 1st or 2nd level. Military skills are always considered class skills at every level and receive acircumstance competence bonus equal to half your character level.
Skills to choose from: Acrobatics, Craft, Disable Device, Heal, Intimidate, Knowledge (military), Ride, Profession (military), Spellcraft, Survival, Use Magic Device
Military Feats
You may select up to two of the following feats as special bonus feats. You must meet the pre-requisites, but you may select the feat(s) at 1st or 2nd level, and the same feat may be taken twice if it can be applied to different criteria each time, such as Weapon Focus (longsword) and Weapon Focus (light crossbow).
Feats to choose from: Armor Proficiency (any), Combat Casting, Combat Expertise, Combat Reflexes, Deadly Aim, Manybolt*, Point Blank Shot, Power Attack, Rapid Reload, Shield Proficiency (any), Skill Focus, Spell Focus, Toughness, Weapon Finesse, Weapon Focus, Weapon Proficiency (any), or any feat which grants a +2 bonus to paired skills (such as Alertness or Stealthy)
*house feat
Starting Equipment Packages (select one)
Standard Combat
- Masterwork melee weapon (300+ gp)
- Masterwork ranged weapon w/ mundane ammunition (300+ gp)
- Masterwork light armor (150+ gp)
- 100 gp to spend on adventuring gear, special substances, tools & skill kits, additional weapons/armor
- 200 gp to spend on misc potions
- 1 potion of cure light wounds
= 1,100-1,300+ gp
Magic Combat
- Wand of any 1st-level touch spell [25 charges] (375 gp)
- Wand of any 1st-level ranged spell [25 charges] (375 gp)
- Potion of mage armor x3 (150 gp)
- 100 gp to spend on adventuring gear, special substances, tools & skill kits, additional weapons/armor
- 100 gp to spend on misc scrolls
- 1 potion of cure light wounds
= 1,150 gp
Hybrid Combat
- Masterwork melee weapon or wand of any 1st-level touch spell [25 charges]
- Masterwork ranged weapon w/ mundane ammunition or wand of any 1st-level ranged spell [25 charges]
- Masterwork light armor or potion of mage armor x3
- 100 gp to spend on adventuring gear, special substances, tools & skill kits, additional weapons/armor
- 150 gp to spend on misc potions and scrolls
- 1 potion of cure light wounds
= 1,100-1,300+ gp
Characters will start out at 2nd-level and advance to 4th-level before the end of the adventure. If a PC is killed, a new one may be rolled up for the next scene. Only options presented in Pathfinder may be used.
Players are welcome to add details to the war to tie their characters into the conflict. The only thing the DM will impose is that it is an extremely big war (across the continent? the world?) that has been going on for a long time (decades? centuries?), but your tie-in to the war could be based on more recent events or you could be from somewhere it hasn't reached yet.
Character Creation
Ability Scores
Roll 4d6 six times, drop lowest. No re-rolls allowed. If you have some bad rolls, just think of yourself as some poor sap that got drafted against their will.
Hit Points
The standard max hit points at 1st-level, and you gain hit points equal to at least half your class HD at all other levels. If the hit point total (HD+Con) rolled is equal to at least half the HD for that class, no change is made. Otherwise, bump it up to half the HD amount. For example, a Fighter (1d10) taking his second level gains 5 hp, regardless of Con mod, even if the rolled result is a smaller total (HD +Con modifier). Rolling "3 +2 Con" or "2 +1 Con" or "6 -1 Con" all result in no more or less than 5 hp gained.
Military Skills
You must select two of the following skills as ones in which you've received special training and place at least one rank in each of them. The selected skills must be chosen at 1st level and cannot be changed, but the minimum one rank may be placed at 1st or 2nd level. Military skills are always considered class skills at every level and receive a
Skills to choose from: Acrobatics, Craft, Disable Device, Heal, Intimidate, Knowledge (military), Ride, Profession (military), Spellcraft, Survival, Use Magic Device
Military Feats
You may select up to two of the following feats as special bonus feats. You must meet the pre-requisites, but you may select the feat(s) at 1st or 2nd level, and the same feat may be taken twice if it can be applied to different criteria each time, such as Weapon Focus (longsword) and Weapon Focus (light crossbow).
Feats to choose from: Armor Proficiency (any), Combat Casting, Combat Expertise, Combat Reflexes, Deadly Aim, Manybolt*, Point Blank Shot, Power Attack, Rapid Reload, Shield Proficiency (any), Skill Focus, Spell Focus, Toughness, Weapon Finesse, Weapon Focus, Weapon Proficiency (any), or any feat which grants a +2 bonus to paired skills (such as Alertness or Stealthy)
*house feat
Starting Equipment Packages (select one)
Standard Combat
- Masterwork melee weapon (300+ gp)
- Masterwork ranged weapon w/ mundane ammunition (300+ gp)
- Masterwork light armor (150+ gp)
- 100 gp to spend on adventuring gear, special substances, tools & skill kits, additional weapons/armor
- 200 gp to spend on misc potions
- 1 potion of cure light wounds
= 1,100-1,300+ gp
Magic Combat
- Wand of any 1st-level touch spell [25 charges] (375 gp)
- Wand of any 1st-level ranged spell [25 charges] (375 gp)
- Potion of mage armor x3 (150 gp)
- 100 gp to spend on adventuring gear, special substances, tools & skill kits, additional weapons/armor
- 100 gp to spend on misc scrolls
- 1 potion of cure light wounds
= 1,150 gp
Hybrid Combat
- Masterwork melee weapon or wand of any 1st-level touch spell [25 charges]
- Masterwork ranged weapon w/ mundane ammunition or wand of any 1st-level ranged spell [25 charges]
- Masterwork light armor or potion of mage armor x3
- 100 gp to spend on adventuring gear, special substances, tools & skill kits, additional weapons/armor
- 150 gp to spend on misc potions and scrolls
- 1 potion of cure light wounds
= 1,100-1,300+ gp